class SchlonzRaptorGunMissle extends ONSAttackCraftMissle; simulated function Timer() { local float VelMag; local vector ForceDir; if (HomingTarget == None) return; ForceDir = Normal(HomingTarget.Location - Location); if (ForceDir dot InitialDir > 0) { // Do normal guidance to target. VelMag = VSize(Velocity); ForceDir = Normal(ForceDir * 2 * VelMag + Velocity); Velocity = VelMag * ForceDir; Acceleration = Normal(Velocity) * AccelRate; // Update rocket so it faces in the direction its going. SetRotation(rotator(Velocity)); } } /* // MyDamageType=class'OnslaughtFull.DamTypeMASCannon'; simulated function Landed( vector HitNormal ) { Instigator.ClientMessage( "simulated function Landed( vector HitNormal )"); HitWall( HitNormal, None ); } simulated function HitWall( vector HitNormal, actor Wall ) { Instigator.ClientMessage( "simulated function HitWall( vector HitNormal, actor Wall )"); Explode(Location, vect(0,0,1)); } simulated function Explode(vector HitLocation, vector HitNormal) { Instigator.ClientMessage( "simulated function Explode(vector HitLocation, vector HitNormal)"); BlowUp(HitLocation); PlaySound(sound'WeaponSounds.BExplosion3',,2.5*TransientSoundVolume); if ( EffectIsRelevant(Location,false) ) { Spawn(class'ONSBombDropExplosion',,, HitLocation, rotator(vect(0,0,1))); Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal)); } Destroy(); } function BlowUp(vector HitLocation) { bHidden = true; Spawn(class'RedeemerExplosion',,, HitLocation - 100 * Normal(Velocity), Rot(0,16384,0)); GotoState('Dying'); Instigator.ClientMessage( "function BlowUp(vector HitLocation)"); HurtRadius(Damage, DamageRadius, class'OnslaughtFull.DamTypeMASCannon', MomentumTransfer, Location ); MakeNoise(1.0); } defaultproperties { TossZ=0.000000 Damage=70.000000 DamageRadius=600.000000 MomentumTransfer=75000.000000 MyDamageType=XWeapons.DamTypeAssaultGrenade ImpactSound=ProceduralSound'WeaponSounds.PGrenFloor1.P1GrenFloor1' ExplosionDecal=XEffects.RocketMark DrawType=DT_StaticMesh StaticMesh=WeaponStaticMesh.GrenadeMesh Physics=PHYS_Falling DrawScale=8.000000 AmbientGlow=100 bFixedRotationDir=True DesiredRotation=(Pitch=12000,Yaw=5666,Roll=2334) } */